Heavy Attack
Tank: Block or dodge roll his heavy attack (about 1.5 seconds of charge-up). A failed block also knocks you down.
Dps: Dodge roll the heavy attack if it is aimed at you instead of the tank.
Tank: Block or dodge roll his heavy attack (about 1.5 seconds of charge-up). A failed block also knocks you down.
Dps: Dodge roll the heavy attack if it is aimed at you instead of the tank.
All: Avoid the popping ground crystals and the slow four-directional effect. Neither is lethal alone, but being hit by two at once likely is.
Dps: Focus down the Woeful Totem quickly. The longer it stays up, the harder its damage orbs hit the group.
Dps: Kill the chained Flesh Abomination quickly when it is unleashed at 60% and 30%. Do not let two build up, and avoid the ground effect its fist-slam leaves behind (it persists after it dies).
Tank: Hold the spawning undead wolf adds near you rather than letting them scatter.
All: At 50,000 health remaining he transforms into a Werewolf Behemoth and heals to 50%. Avoid his repeated bloodrush charges (heavy damage), then deal with new adds (the tank taunts them) once he stops charging.
All: After the Werewolf's ground smash, move immediately. A crystal effect pops right after.
Tank: Block the heavy attack.
Dps: Dodge roll the heavy attack if it is aimed at you instead of the tank.
Tank: Taunt and stack the awakening statue adds (spawn at 80%, 70%, 60%, 50%, and 40%) without spinning the boss. Do not let the group over-damage the boss or you are overwhelmed with adds.
Dps: Focus down stacked adds quickly; block if they heavy attack, and do not stray too far or they chain-pull you back.
All: Keep the boss turned away from the group. His cleave only hits whoever has aggro, but stay out of it and behind him regardless.
All: When "Flames are rising in the vents" triggers (90%, 60%, and 30%), grapple up to one of the three platforms; only one shows the correct sigil. Whoever finds it activates it; the tank brings the boss onto the matching glowing spot on the ground and the group breaks his shield down before he stabs it. Get this wrong and the group wipes; there is no healing through it.
Dps: Watch your footing on the platforms. Archers up top fire arrow barrages while you are grappled up finding the sigil.
Tank: Block his heavy attack (fire damage). Make sure you are not at low health when you do.
Dps: Dodge roll the heavy attack if it is on you.
All: Block or interrupt Sword Throwing.
All: Stand inside the boss's own blue circle. It is actually a safe zone, and the mirror-image adds that spawn (90%, 70%, 50%, and 30%, more the faster you deal damage) die instantly to your stacked area damage there too.
All: Both the boss and his adds have a spinning attack with a safe gap in the middle. Stay in the gap, or fully outside the circle, to avoid it. These can overlap, so stay alert.
Tank: Taunt the Bone Colossus quickly and hold it by the boss. Its charge heavy attack can be blocked (it still knocks back).
Dps: Dodge the Colossus's charge heavy attack with careful timing if it is not on the tank. It kills you outright otherwise.
Dps: Kill the smaller ghost adds. Low priority; they die quickly to your area damage on the boss.
All: At about 80% and 35 to 40%, poison gas fills the middle. Grapple out to the edges immediately, kill the ghosts that spawned there, then grapple back to resume once the boss is no longer immune.
All: At about 50 to 60% and 15 to 20%, hide behind a glowing pillar or grapple point while he charges an explosion, and kill the four menders and ghosts channeling him. The phase ends once they are all dead, and each mender killed weakens him further.
Hard Mode: Destroy Kjalnar's Skull Totem located near the center of the arena before initiating combat (Veteran difficulty only; achievement: Skull Smasher; title: Sanctifier).
Tank: Block the heavy attack. Same telegraph as Hakgrym's; an unblocked hit kills the tank.
Tank: Break Free quickly from the ghost hand Grasp. It stuns and immobilizes you, and overlapping mechanics can finish you off while you are stuck.
All: Avoid the Tornado effect and the bone and skeleton mine fragments it scatters around the ground (they disappear after a while but snare and hurt if touched). It is usually preceded by a spreading burst effect, so watch the ground.
Tank: Block Grave Dust if you can react in time. It is fast, deals heavy damage, and is Magic damage, so stacking Spell Resistance makes it much more survivable if you cannot.
All: Get out of the cage-cluster rocks immediately. They explode in a domino chain and are a guaranteed kill if you are caught in them.
Dps: Spread out to the two Summoning Fields and root or snare the small skeletons there. If one reaches the field it enrages and becomes a bomb. Focus the small bombers before the one large skeleton (the tank and healer should root or snare it too; if it reaches the middle it heals to full).
All: At 50%, Big Papa spawns and cannot be damaged. Block or shield through his frost breath, and avoid the single-target fire effect he drops.
All: Spread out from each other. His ground spikes target every player individually, and stacking means everyone takes every spike.
All: He raises both hands and cages appear under every player. Do not stand between them; they explode after a short delay.
Tank: Block his occasional heavy attack.
All: When he channels, find a platform that is not spreading with an effect and grapple to safety before it explodes. Standing on an affected platform means death or being knocked off the edge.
Dps: Interrupt the archer adds that spawn past 75% before they finish their channel. An uninterrupted cast throws their target off the edge to their death. Alternatively have the tank pull them in or pick them off one at a time.
Tank: Block her occasional heavy attack.
Dps: Kill her Totem quickly. As with Hakgrym's, it deals constant damage if left up.
Healer: Keep passive heal-over-time effects running during her Bone Goliath transform (about 70 to 65%). She is stronger, but the tank holding taunt makes it mostly a non-event otherwise.
All: At about 75% and again at about 40%, she teleports back to the starting platform to escape. Grapple across immediately (it is a double-grapple, do not delay), then break her damage shield and interrupt her channel. Fail this and she escapes for good, and you have to restart the entire secret-boss chain from Nabor.
Tank: Block his occasional heavy attack.
Tank: Use the central grapple post as a pivot point and shift position each time he stomps, placing the next effect in a safe spot near or overlapping the last one rather than spreading them across the whole room.
All: Avoid standing in the ground damage-over-time effects from Stomp (about 90% and 40%). Grapple to a safe platform if you get caught.
Tank: Taunt the two-handed skeleton that spawns after each Stomp immediately. It deals too much damage for a DPS or healer to tank through, and letting it run loose alongside other mechanics gets people killed.
Dps: Dodge its heavy attack if you are targeted instead of the tank.
All: Avoid the ground circles from his ground-punch, and do not try to force through the Large Ooze adds it spawns (they scale up to 11 million or more health). Grapple through each one to split it into two smaller oozes, repeating until they are gone.